While at my ongoing quest of exploring max depths (with a help of book "Max 8 Encyclopedia), I once again stumbled upon maybe some old but still quite effective tools. I hadn't been much a visitor into corner of Space warps. Just decided I share this little video showing recent test I did. Actually, you can do pretty interesting stuff with ordinary max particles with a help of those space warp forces. Little bit practice, patience and imagination and I see how one can make quite interesting moves. What you think people of this? Anyone used them much?

I took time and learn a bit pflow on basic level. Played around with some animation and was about to share my little experiment but I encountered one problem Got stuck. Help would be appreciated.

I rendered everything in three sequences (I have three camera shots) of rpf format with a Z-Depth checked in settings.There is also DOF effect present in two shots. When renders were done here was what I got (see image attached).Some noise around all my objects following sort of a scene outline.

I see the same artifacts when importing rpf into Fusion 6 (64bit).

During rendering in max on screen everything looked fine, no noise outline. Anyone knows, what a heck happened?What I missed or did wrong?

sanyilajos

58 posts

05 Oct 2010

I never used rpf. But try using 16 or 32 bit per channel , instead of 8. That may help.

Noise became smaller and less evident. Display quality in Fusion is set to HQ. Lighting is also weaker. Still something is wrong.I already started to render into png sequences and they work fine. No artifacts.

rpf can't handle anti aliased z depth channel. so the jaggedness will never go away except you trick it away in the post.

i would suggest you use open exr. its pretty cool since you can even create your own channels and depending on the renderer you will get a anti aliased zdepth (final render supports it) (although afx is not very good with open exr. it can read it but its very cumbersome to use since you have to set up every channel separately for r/g/b .)

Yes, some flickering going on out there. I think it has something to do with caustics. I set them on for this scene and didn't actually tweaked settings,photon stuff and other things properly. Just threw them in.

There will be in a time my next experiment with water, some waves, particles and caustics with some animation.

Yea, they will bite my computer. But still I will look if I can handle them. In my next little test project water will be only secondary but I am looking into ways of getting into next level anyway. In this piece foliage movements lacks one serious transform - rotation. Seems they only move up and down whereas one CG artist pointed me on wikipage of water dynamics. There is also rotation going on. Need to figure out how to introduce that moment when doing next experiment.